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The Iron Oath - Friends and Foes Update

Discussion in 'Game/SP News & Comments' started by RPGWatch, Nov 25, 2022.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

    Jul 28, 2010
    Likes Received:
    [​IMG]The devs of The Iron Oath announced a new update:


    Autumn Sale & Update Preview

    Hey everyone! It's been a bit since our last update, so we wanted to give you a preview of what's coming to The Iron Oath in our next major update titled Friends and Foes. We can't give an exact date just yet, but you can expect to see it soon as we're just entering the polish and testing phase. We're also happy to announce that The Iron Oath is currently 10% off during the Steam Autumn Sale from November 22 - 29! Now let's dive in to the upcoming changes:

    New Ability Upgrades

    With the Friends and Foes update, all ability upgrades will be unlocked, giving you full freedom to customize each of your characters with their most powerful upgrades. We've also gone through each ability, making changes to their base functions and/or tweaking their upgrade trees (more unique effects, fewer +Charge upgrades).

    Attributes and Leveling Overhaul

    We've reworked our attribute system, scrapping the concept of 'Primary Attributes' such as Physique and Finesse. The attributes available are now: Health, Morale, Power, Mending, Defense, Evasion, Accuracy, Critical Chance, Speed, Movement.

    Most of these you'll be familiar with. The biggest change here is that we've split up Power into two attributes. Power will now determine your damage output, while Mending determines your healing (and shielding) output. With both damage and healing previously being handled by one stat, it meant your characters could excel in both areas without compromise, which from a balance perspective wasn't ideal!

    Leveling up has also been redone. There wasn't a whole lot of room for progression with the previous system, and the points you did earn didn't move the needle much on any one stat (aside from maybe Health!). Going forward, you'll be granted a handful of points (varying by level) to spend toward ranking up an attribute. By default it costs 6 points to rank up and increase a stat, but characters can also excel in some stats (determined upon their creation), making it only cost 5 points to rank it up. Overall, ranking up an attribute will have a much larger impact on your character then it currently does, and the relative strength of a high level character will be much more noticeable compared to a fresh recruit.

    We've also changed up the leveling table, getting rid of the soft cap at level 10 where you stopped gaining attribute points. The soft cap is now 20, with the hard cap being 40. After level 20, you will still earn attribute points, just not as much as the previous levels. The XP requirements for levels have also been adjusted with these changes in mind.

    The way attributes are assigned to a character upon their creation has been reworked. Each attribute now has a min and max value it can be assigned, depending on the class. For example, a Pyrolancer's starting Health can vary between 375-450, while a Huntress' defaults between 275-350. With this change, along with characters excelling in certain stats, we're hoping each character will feel more unique, opening up more build possibilities for you to explore.

    Finally, we've removed the stat modifiers that were tied to a character's age. While we liked the idea of your characters having a "peak", in practice it was a little confusing and it also worked against the feeling of progression once they got to an older age.

    Last edited by a moderator: Nov 25, 2022
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